DireVulcan
09-11-2004, 03:28 PM
I do not have one of the best Marios but it certainly isn't a run-of-the-mill average one...This guide is a blend of facts and opinions, so if anyone disagrees with any portion of my guide, feel free to comment. I use pretty much 90% of the chars in the game, quite efficiently, but I do have my preferences. By this guide I do not state that I know more than most people with Mario, I just want to make a solid, somewhat definitive guide for players that want to pick up Mario as well as some experienced ones to learn something new.
Sequence
Ground A Moves.
Aerial A Moves.
Both Ground and Air B Moves.
Grabs
Miscellaneous Tactics.
Character Specifics.
Ground A Moves.
A A A (10-8%) - Your standard punch punch kick combo. Not the best neutral attack(s) but you can get away with it sometimes. Not to be abused really, cause if it's Crouch Cancelled, you'll be in some trouble.
Running A (7-5%)Not big on damage but it's good to throw in mix-ups. It can really sneak by shields sometimes cause of the kick's very low positioning.
Forward tilt A (9-4%) - Actually quite decent. The range is not bad, and the damage dies quick so you should just really avoid doing this move alot, but once in a while will not hurt.
Down tilt A (8-4%) - Crappy. Just. Crappy. CC will punish you, and it doesn't link to any combos or knock-away well. Steer clear from this junky attack.
Up Tilt A (6-4%) - O.K. in the beginning, but when the opponent reaches mid-percent, it's a great juggler. Sure it can be DI'ed (Directional Influence) out of, but when used sparingly and wisely, he won't react to it until maybe after the second Up Tilt.
You can finish into a Shuffled Aerial.
Forward Smash A (18-9%) - Great overall smash. Hits weak if they're too close, but the fire is obviously what you aim for.
Up Smash A (14-8%) - Pretty good, not too fond of using it on grounded opponents but if they're above you, and at high %, let em have it.
Down Smash A (16-8%) - A rather great down smash. It's the quickest of his smashes and it does decent damage. These are good for C-sticking out of a CC.
Aerial A moves
Neutral Air A (15-8%) - Great move to do out of a series of spammed fireballs. This move is apt to be done quite oftenly, but it's lack of range forces you to be careful with it.
Down Air A (9-6%) - Ehh..I generally avoid the usage of this move as well. It has rather low priority, and it's not so good with damage either. There's other aerials, do them.
Up Air A (11-6%) - This attack is rather useful for juggling, if used right. But it's not his best aerial. Use it sparingly, when you clearly see a opportunity to connect and continue a combo with it.
Back Air A (11-6%) - Spam friendly, undoubtedly. With this move you can get away with popping 3 or 4 shuffled ones at a time. Pretty favorable priority as to what i've seen.
Forward Air A (15-8%) Ties against Neutral Air A for best aerial. This move has laggy a laggy startup, but with precision, this could either be a combo starter or a combo ender. You could lay this on a grounded opponent, and L-cancel into various options, up tilt, grab, down smash....it shouldn't be so hard to hit.
Both Ground and Air B Moves
Neutral B (6-3%) - Another spam-worthy attack. It'll sooner or later reduce to a docile 3%, but that can go a long way just pegging it on someone. With proper mind games, you can trick a fairly close opponent into thinking you're going to pop another fireball, but suddenly advance on them with an A attack, whichever you happen to use at the moment. The damage of a constantly used move resets after you use other moves for a little anyway.
Tilt B (10-5%) - The cape...or should I say THEE cape. Seriously this thing is just all-purpose. Aside from the practical projectile-reflecting and apparently useful edge-guard ability, it's also great to thrown in intelligently, during mix-ups. You'd be surprised how it can throw someone's game off just long enough for you to place a quick downsmash or neutral air A. It even helps your recovery very well, and also helps against incoming attacks or projectiles trying to halt your return.
Down B (10-6%) - Ehh. Way too laggy to be used in actual efficient combat, but it's useful to do once while recovering, when you tap the B button quickly. After you do it once, the cape is suitable enough.
Up B (14-8%) - Contrary to many opinions, this move actually has some strategic battle use...though not in all stages. A great example is a stage like Corneria. At the bottom-right section of the stage where the wing sort of hooks out and creates an inward gap, at that point up-B can be used to latch on to and quickly release with another attack, usually a neutral or back air A.
Grabs
Forward Grab - Undoubtedly his worst grab. It doesn't have good throwing power and there's not much you can do with it after it's done...keep your Mario away from it.
Back Throw - This one can be used at times. It's not so much a grab you want to go and set up for, but it's something nice to do if the opponent is ready to die, and near the edge.
Up Throw - His second best throw, depending on the char used. It can setup 1 or 2 uptilts or an upsmash, at early percentages. Best used on Fox/Falco due to thier fast-falling.
Down Throw - This is his throw you generally will find yourself doing most of the time, cause it sets up for so many other moves.
Stick to this one, it's just downrigt his best throw.
Miscellaneous Tactics
As many of you know, his wavedashing is above average. I won't go and say it's necessary, but ****, a Mario that doesn't WD is just ... odd. It's just nice to implicate with dodging tactics, no so much to permanently replace running, or dashing. it's best to get a hold of his WD, it should only help your Mario game out.
A tip about his grabs, which actually just can be applied to any character in the game. When you grab, never forger to place in a few headbutts before you throw. If done with each successful grab, those litte headbutts add up in your favor.
Sure it may look tempting, but try not to really go for meteor smashing with him. It's just unsafe, you're better off waiting safely at the edge for a well-placed cape, or another attack if they come from above.
Character Specific
I won't include all chars in here, just some that I feel give Mario a hard time.
Shiek - Ah, doesn't this character give everyone trouble...Your best bet with Mario is avoid pesky needle pegs and don't go crazy with fireballs because if Shiek can get past just one and grab you, it starts from there. Also pay mind to DI, it will do all it can to save you from Sheik's 4T (Top Tier Tilting Terror).
Marth - Fireballs are respectively useless against a pro-Marth user, cause he can just swat all that crap away. You need more mind-game power in this one, alot of WDing fake-outs and perhaps some rolling might also be necessary cause you CAN get hit while WDing lol. Just try and get him to basically screw up some attacks, since some of them have lagtime that he just can't avoid.
Ganondorf - Let's face it, Mario's done for if he stays too close in, all the time. With this guy you have to know how to space out your attacks, and keep him at bay with fireballs when you can. I know this, my main is Dorf o_o. Also if you get him out of the stage, he is DEAD, if you let his highly predictable recovery get past the cape, then you're just doomed altogether.
Captain Falcon - Rush this psycho down, do not let him breathe. Fireball spamming isn't good because his speed and power can obviously punish you greatly. You might also want to avoid his grabs too. they'll put you in a world of pain if you're constantly grabbed. I would know cause Cap is my second 0_0
Donkey Kong - Believe it or not, a smart DK is tough for Mario. First off he can't be caped too well, his spinning up B will merely gain a vertical boost off of it. DK's range is also a hazard for Mario, such as his forward tilt, and neutral B punch. Basically, peg him up with fireballs due to his large model size, and then get inside to combo him.
As for Char specifics that's all that really comes to mind.
Well that's about it for this guide. I know I left out percentages for throws but I don't feel like explaining why lol.
If this guide helps even one person, then i've done my job.
Drop any comments on it.
Lay-turz.
Sequence
Ground A Moves.
Aerial A Moves.
Both Ground and Air B Moves.
Grabs
Miscellaneous Tactics.
Character Specifics.
Ground A Moves.
A A A (10-8%) - Your standard punch punch kick combo. Not the best neutral attack(s) but you can get away with it sometimes. Not to be abused really, cause if it's Crouch Cancelled, you'll be in some trouble.
Running A (7-5%)Not big on damage but it's good to throw in mix-ups. It can really sneak by shields sometimes cause of the kick's very low positioning.
Forward tilt A (9-4%) - Actually quite decent. The range is not bad, and the damage dies quick so you should just really avoid doing this move alot, but once in a while will not hurt.
Down tilt A (8-4%) - Crappy. Just. Crappy. CC will punish you, and it doesn't link to any combos or knock-away well. Steer clear from this junky attack.
Up Tilt A (6-4%) - O.K. in the beginning, but when the opponent reaches mid-percent, it's a great juggler. Sure it can be DI'ed (Directional Influence) out of, but when used sparingly and wisely, he won't react to it until maybe after the second Up Tilt.
You can finish into a Shuffled Aerial.
Forward Smash A (18-9%) - Great overall smash. Hits weak if they're too close, but the fire is obviously what you aim for.
Up Smash A (14-8%) - Pretty good, not too fond of using it on grounded opponents but if they're above you, and at high %, let em have it.
Down Smash A (16-8%) - A rather great down smash. It's the quickest of his smashes and it does decent damage. These are good for C-sticking out of a CC.
Aerial A moves
Neutral Air A (15-8%) - Great move to do out of a series of spammed fireballs. This move is apt to be done quite oftenly, but it's lack of range forces you to be careful with it.
Down Air A (9-6%) - Ehh..I generally avoid the usage of this move as well. It has rather low priority, and it's not so good with damage either. There's other aerials, do them.
Up Air A (11-6%) - This attack is rather useful for juggling, if used right. But it's not his best aerial. Use it sparingly, when you clearly see a opportunity to connect and continue a combo with it.
Back Air A (11-6%) - Spam friendly, undoubtedly. With this move you can get away with popping 3 or 4 shuffled ones at a time. Pretty favorable priority as to what i've seen.
Forward Air A (15-8%) Ties against Neutral Air A for best aerial. This move has laggy a laggy startup, but with precision, this could either be a combo starter or a combo ender. You could lay this on a grounded opponent, and L-cancel into various options, up tilt, grab, down smash....it shouldn't be so hard to hit.
Both Ground and Air B Moves
Neutral B (6-3%) - Another spam-worthy attack. It'll sooner or later reduce to a docile 3%, but that can go a long way just pegging it on someone. With proper mind games, you can trick a fairly close opponent into thinking you're going to pop another fireball, but suddenly advance on them with an A attack, whichever you happen to use at the moment. The damage of a constantly used move resets after you use other moves for a little anyway.
Tilt B (10-5%) - The cape...or should I say THEE cape. Seriously this thing is just all-purpose. Aside from the practical projectile-reflecting and apparently useful edge-guard ability, it's also great to thrown in intelligently, during mix-ups. You'd be surprised how it can throw someone's game off just long enough for you to place a quick downsmash or neutral air A. It even helps your recovery very well, and also helps against incoming attacks or projectiles trying to halt your return.
Down B (10-6%) - Ehh. Way too laggy to be used in actual efficient combat, but it's useful to do once while recovering, when you tap the B button quickly. After you do it once, the cape is suitable enough.
Up B (14-8%) - Contrary to many opinions, this move actually has some strategic battle use...though not in all stages. A great example is a stage like Corneria. At the bottom-right section of the stage where the wing sort of hooks out and creates an inward gap, at that point up-B can be used to latch on to and quickly release with another attack, usually a neutral or back air A.
Grabs
Forward Grab - Undoubtedly his worst grab. It doesn't have good throwing power and there's not much you can do with it after it's done...keep your Mario away from it.
Back Throw - This one can be used at times. It's not so much a grab you want to go and set up for, but it's something nice to do if the opponent is ready to die, and near the edge.
Up Throw - His second best throw, depending on the char used. It can setup 1 or 2 uptilts or an upsmash, at early percentages. Best used on Fox/Falco due to thier fast-falling.
Down Throw - This is his throw you generally will find yourself doing most of the time, cause it sets up for so many other moves.
Stick to this one, it's just downrigt his best throw.
Miscellaneous Tactics
As many of you know, his wavedashing is above average. I won't go and say it's necessary, but ****, a Mario that doesn't WD is just ... odd. It's just nice to implicate with dodging tactics, no so much to permanently replace running, or dashing. it's best to get a hold of his WD, it should only help your Mario game out.
A tip about his grabs, which actually just can be applied to any character in the game. When you grab, never forger to place in a few headbutts before you throw. If done with each successful grab, those litte headbutts add up in your favor.
Sure it may look tempting, but try not to really go for meteor smashing with him. It's just unsafe, you're better off waiting safely at the edge for a well-placed cape, or another attack if they come from above.
Character Specific
I won't include all chars in here, just some that I feel give Mario a hard time.
Shiek - Ah, doesn't this character give everyone trouble...Your best bet with Mario is avoid pesky needle pegs and don't go crazy with fireballs because if Shiek can get past just one and grab you, it starts from there. Also pay mind to DI, it will do all it can to save you from Sheik's 4T (Top Tier Tilting Terror).
Marth - Fireballs are respectively useless against a pro-Marth user, cause he can just swat all that crap away. You need more mind-game power in this one, alot of WDing fake-outs and perhaps some rolling might also be necessary cause you CAN get hit while WDing lol. Just try and get him to basically screw up some attacks, since some of them have lagtime that he just can't avoid.
Ganondorf - Let's face it, Mario's done for if he stays too close in, all the time. With this guy you have to know how to space out your attacks, and keep him at bay with fireballs when you can. I know this, my main is Dorf o_o. Also if you get him out of the stage, he is DEAD, if you let his highly predictable recovery get past the cape, then you're just doomed altogether.
Captain Falcon - Rush this psycho down, do not let him breathe. Fireball spamming isn't good because his speed and power can obviously punish you greatly. You might also want to avoid his grabs too. they'll put you in a world of pain if you're constantly grabbed. I would know cause Cap is my second 0_0
Donkey Kong - Believe it or not, a smart DK is tough for Mario. First off he can't be caped too well, his spinning up B will merely gain a vertical boost off of it. DK's range is also a hazard for Mario, such as his forward tilt, and neutral B punch. Basically, peg him up with fireballs due to his large model size, and then get inside to combo him.
As for Char specifics that's all that really comes to mind.
Well that's about it for this guide. I know I left out percentages for throws but I don't feel like explaining why lol.
If this guide helps even one person, then i've done my job.
Drop any comments on it.
Lay-turz.